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\chapter{Conclusion}
\label{sec:conclusion}
The game industry has been steadily growing for the last two decades. Games have been a favorite
pastime of teenagers and increasingly start to appeal to a mature audience. Companies and other
organizations are starting to see the value in utilizing the time spent gaming for their own purposes
and as such are increasingly present in the Serious Game market. The spreading use of the Internet
and its widening accessibility from various mobile devices allows for larger and more active gaming
communities which readily make use of technological advancements to interact with Serious Games platforms.\\

Serious Games are being developed in a multitude of genres and alterations across the market. Each
organization uses various game design mechanics to influence the game's target audience in a way
beneficial to the organization's intents.\\

The major success of games like fourSquare and SCVNGR which utilize new media is only the first step
on a path to games permeating many aspects of our everyday lives. It remains to be seen to what extent
and how games will change our society.

\footnote{\ref{sec:introduction}(Hubert), \ref{sec:gaming}(Hubert), \ref{sec:why-serious-games-overview}(Frieder), \ref{sec:why-serious-games-education-as-a-game}(Hubert), \ref{sec:why-serious-games-practical-reasons}(Hubert),
\ref{sec:why-serious-games-downside}(Hubert), \ref{sec:game-design-overview}(Frieder), \ref{sec:game-design-game-dynamics}(Frieder+Hubert),
\ref{sec:genres-educationalgames}+\ref{sec:genres-advergames}+\ref{sec:genres-political-religious-art-games}+\ref{sec:healthcare-games}(Frieder), \ref{sec:genres-military-games}+\ref{sec:genres-corporate-games}(Hubert), \ref{sec:case-studies}(Frieder), \ref{sec:conclusion}(Frieder+Hubert)} 